DBFZ/Kid Buu/Frame Data

From Dustloop Wiki
< DBFZ‎ | Kid Buu
Jump to navigation Jump to search

System Data[edit]


Normal Moves[edit]

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
5L 400 All - 6 3 12 -3 - 5 - B1 - 11 16 16
5LL 700 All - 10 4 15 -3 - 7 - B2 - 15 18 18
5LLL 700 All U3+ 14 6 15 -5 - 12 - B3 - 15 Launch 34
2L 400 Low - 7 3 13 -4 - 5 - F1 - 11 16 16
5M 500, 700 All - 10 7(14)2 19 -5 - - - B2 - 15 18 18
2M 500 Low - 15 [10] 5 21 [23] -10 - 7 - F2 - 15 [17] Launch 22
6M 850 High - 24 6 10 0 - 12 - B3 - 15 18 23
5H 850 All U1 12 5 20 -9 - 12 - B3 - 15 Launch 22 /
2H 850 All U1+ 13 3 28 -15 4-15 Head 12 - B3 - 15 Launch 22 / 39
5S 600 All - 13 - 24 -3 - 6 - P1 - 20 23 25
2S 700 All - 13 - 19+7L +1 6-32 Airborne 6 - P1 - 17 23 25
j.L 400 High - 6 3 20 - - 5 - H1 - - - -
j.M 500, 700 All, High - 10 7(14)2 22 - - - - H2 - - - -
j.H 850 [1000] High D1+ 11 3 21 - - 12 - H3 - - - -
j.2H 850 All U1+ 14 4 25 - - 12 - H3 - - - / 39
j.S 600 All - 10 - 24+7L - - 6 - P1 - 20 23 25

Special Moves[edit]

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Mystic Ball Attack
236L 1100 All - 14 4 21 -4 - - - - - - - -
236M 1100, 1100 All U1+ 17 4(6)2 11 -5 (in air) - - - - - - - -
236H 1100, 600 All U1+ 16 4(5)2 13 -2 (in air) - -50% - - - - - -
j.236L 1100 All - 13 Until Landing 21 -1 to -5 - - - - - - - -
j.236M 1100, 1100 All U1+ 13 Until Landing (7) 2 11 -4 to -8 (in air), +3 (2nd hit only) - - - - - - - -
j.236H 1100, 600 All U1+ 9 Until Landing (6) 5 13 -2 (in air) - -50% - - - - - -
Mystic Arm Swing
214L 1400 Airthrow U2 13 5 24 - 4-13 Head - - - - - - -
214M 1500 Airthrow U1+ 21 8 22 - 4-21 Head - - - - - - -
214H 1500 Airthrow U1+ 13 5 24 - 1-13 Head -50% - - - - - -
Candy Beam
236S 850
[0, 800, 225*3, 1]
All U2+ 13 - 50 -8 - - - P2 - - - -
Kamehameha
j.236S 262*5 All - 17 25 30 - - - - P2 - - - -
Arm Ball
214S 250*4 All - 36 14 41 Total +38 to +52 - - - P1 - - - -

Z Assists[edit]

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Assist A
Arm Ball
200*4 All - 58 14 - +58 - 0 - P2 - +58 63 -
Assist B 400*2 All - 26 - - +30 - 0 - H - +30 - -
Assist C 200*5, 400 All - 35 25 - +30 - 0 - P2 - - - -

Super Moves[edit]

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Human Extinction Attack
236LM
or 236HS
300, 100*17, 500*11 All - - - - ? - - - Projectile Lvl 3 - - - -<
Pearl Flash
j.236LM
or j.236HS
2300 All - - - - -19 - - - Strike - - - -<
Planet Burst
214LM
or 214HS
300, 4000 All - - - - -31 [+32] - - - Strike - - - -<
j.214LM
or j.214HS
300, 4000 All - - - - -31 [+31] - - - Strike - - - -<

Sources[edit]

https://twitter.com/GFAnBi/status/957951007400644608

Navigation[edit]

Ambox notice.png To edit frame data, edit values in DBFZ/Kid Buu/Data.